Hi there! Call me Sully. I do really basic stuff for the wiki, mostly based around article clarity and readability. I like to write stuff for the wiki moreso than do hard move data.
I play +R, XRD and Persona Ultimax. Ping me on the main Discord if you have issues with anything I've written! I'll be the first to admit I can make mistakes, and working with me to fix them can make the wiki a better place. Ciao.
Articles
[The World of 2P: An Ode to +R Sol Pressure]
TO-DO LIST:
- make the following combos for Ram's page
BEGINNER COMBOS:
- Buttons > Dauro > PK juggle to corner (midscreen to corner route)
- Demonstration of 5D6 corner combos (corner combo bnb)
- c.S > Dauro > c.S > j.K, j.S > jc j.K, j.S > j.214S, j.214H )air hit and sword retrieval)
INTERMEDIATE COMBOS:
- ... 5D6 > c.S > f.S > 5H >6H > 66 >c.S > 6S > 66 > 4P > 1P > 66> c.S > 2D (No Sword Set BnB)
- ... 5D6 > jc >j.P > j.S > j.S >j.S > 6H >c.S> 6S > 66 > 4P > 1P > 66 > c.S > 2D (H Sword Set BnB)
- ... 5D6 > jc >j.P > j.S > j.S > 6H > c.S > 6S > 66 > 4P > 1P > 66 > c.S > 2D (S Sword Set BnB)
- ... 5D6 > j.P > j.P > j.H > c.S > 2D (Swordless BnB)
- ... 5D6 > c.S > 5H > j.2H > c.S > 2S > 66 > 5H > j.8D (Both Swords Set BnB)
ADVANCED COMBOS:
- ... 5D6 > c.S > f.S > 5H >6H > 66 >c.S > 6S > 66 (Reset 6K/2D/Command Grab)
- Corner-To-Corner Combos (https://youtu.be/NTVdfHyB0hE)
Combo Theory
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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623P > PK > PK > KP > Ender
A good sequence to learn for understanding Ram's midscreen combo structure. Combo into Dauro (Green), then juggle the enemy across the screen. KPP earns Hard Knockdown, wherein you can set a Sword and go for a mixup.
This sequence should teach you the basic rhythm for building a PK Juggle combo. Managing height is key to keeping your opponent juggled. Adding in a microdash (66 motion, listen for the "whoosh" noise), then this string becomes much tighter and you can manage your opponent's height better. Learning how to manage height is extremely important for keeping opponents locked down for as long as possible and comboing into 5D6.
As a rule, never do PK more than twice- if you haven't reached the corner, then do KP > Ender. Three major enders to this combo include:
- KPP: Hard Knockdown at midscreen.
- PPP: Launches the enemy across the screen. If hit at a certain height, will cause Hard Knockdown. Can wallsplat.
- KKK: Default wallsplat combo. Use this if you and the enemy are close to the corner.
Wallsplat > (c.S) f.S > 5D6 ...
Ram's corner combo starter. Looks sick, helps set up okizeme, and can be earned in a large variety of scenarios. The basic idea is to earn a wallsplat somewhat close to the floor, then use your S buttons to lower your enemy to the floor until they wallslump. As they slump, hit 5D and hold forward (aka 6).
This setup is crucial for the majority of Ram's corner combos. The ability to consistently convert into this separate the mediocre Rams from the good ones. Thankfully, you can convert into this fairly easily if you properly manage the height of your opponents. If you're too far away for c.S > f.S, try to get just f.S.
A tip for making it easier to convert- if you slightly delay buttons during a PK Juggle ender, you will be able to slowly lower the height of your opponent without dropping the combo.
c.S > 623P > c.S > j.K, j.S > jc j.K, j.S> j.214S, j.214H
This combo isn't anything special. Buttons into jump cancel into air special- useful for carrying opponents to the corner.
It does have a unique element to it though, in that j.214S and j.214H summon Ram's swords back to her regardless of where they are on the screen. This lets you route into this combo regardless of the situation and always deal the maximum damage it would normally do.
Core combos balance potency with consistency. They:
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Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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